Alerts and Warnings
Game GuideEvery HUD alert the game can raise - 56 definitions from
AlertTable, joined with their localized name, cause and consequence. The trigger column shows the
raw in-game condition expression.
| Alert | Type | Cause | Consequence | Trigger condition |
|---|---|---|---|---|
ALERT_Heavy | Caution | Inventory is Overloaded. | Movement speed is reduced. | HasAffecter_Overloaded |
ALERT_VeryHeavy | Caution | Inventory is Severely Overloaded | Movement speed is reduced a lot. | HasAffecter_SevereOverloaded |
ALERT_LowHp | Caution | Health is low. | Use healing items to restore health. | StatRatioAbove_HealthTotal_20 |
ALERT_LowHeadHp | Caution | Head Health is low. | If damage reduces health to 0 or below, the character will enter Near Death even if Torso Health remains, or die instantly if they have Near Death Aftereffect. | StatRatioAbove_HealthHead_20 |
ALERT_Hungry | Caution | Hunger is low. Need to eat something. | When the unit’s Hunger reaches 0, they will fall unconscious and become uncontrollable. Prolonged starvation will lead to death. | HasAffecter_Hungry |
ALERT_Exhausted | Caution | The unit is exhausted. Need some rest. | When the unit’s Energy reaches 0, they will fall into a deep sleep and become unconscious, unable to be controlled. TIP: During expedition, units will not automatically sleep even if Energy is low. Use the 'Rest Priority' action option if needed. | HasAffecter_Exhausted |
ALERT_Stressed | Caution | Stress is high. Take care of Mood. | When Stress reaches its maximum, the unit enters a Mental Collapse state, causing negative effects, and Stress is reset to 0. If Stress reaches the maximum again while in Mental Collapse state, the unit will die instantly. Stress decreases when the unit’s Mood is above 0. TIP: The longer the unit stays in a dungeon, the stronger the negative effects on Mood. If Mood is difficult to manage during expedition, it’s better to return to the settlement. | StatRatioAbove_Stress_40 |
ALERT_LowMood | Caution | The unit’s Mood is low. | When Mood is below 0, Stress increases in proportion to it. TIP: In the Mood tab of the status you can check why the unit’s Mood is low. | StatAbove_Mood_-20 |
ALERT_LowFood | Caution | Food supplies in the settlement are low. | Food will soon run out. Consider securing more. | LowFood |
ALERT_LowDurability | Caution | Equipment durability is low. | It may soon break, so be cautious. | EquipDurabilityRatioUnder_Primary_20 |
ALERT_Idle | Caution | Unit has nothing to do. | CurrentMap_Base | |
ALERT_NoResearch | Caution | No research is currently in progress. | Please select the next research topic. | CurrentMap_Base |
ALERT_NoHeadEquip | Caution | No head equipment is equipped. | CurrentMap_Dungeon | |
ALERT_NoBodyEquip | Caution | No body equipment is equipped. | CurrentMap_Dungeon | |
ALERT_NoWeaponEquip | Caution | No weapon is equipped. | CurrentMap_Dungeon | |
ALERT_BuildingInteractablePositionBlocked | Caution | The building currently has no interactable area. Tasks applied to this building cannot be performed. | UnavailableToInteract | |
ALERT_SevereHp | Warning | Health is critically low. | Use healing items to restore health. | StatRatioAbove_HealthTotal_0 |
ALERT_SevereHeadHp | Warning | Head Health is critically low. | If Head Health drops to 0 or below, the unit will enter Near Death state or die, even if Torso Health remains. | StatRatioAbove_HealthHead_0 |
ALERT_VeryHungry | Warning | Hunger is very low. Need to eat something. | When the unit’s Hunger reaches 0, they will fall unconscious and become uncontrollable. Prolonged starvation will lead to death. | StatRatioAbove_Hunger_0 |
ALERT_VeryExhausted | Warning | The unit is very exhausted. Need some rest. | When the unit’s Energy reaches 0, they will fall into a deep sleep and become unconscious, unable to be controlled. TIP: During expedition, units do not automatically sleep even if Energy is low. Use the 'Rest Priority' action option if needed. | StatRatioAbove_Energy_0 |
ALERT_VeryStressed | Warning | Stress is very high. | When Stress reaches its maximum, the unit enters a Mental Collapse state, causing negative effects, and Stress is reset to 0. If Stress reaches the maximum again while in Mental Collapse state, the unit will die instantly. Stress decreases when the unit’s Mood is above 0. TIP: The longer the unit stays in a dungeon, the stronger the negative effects on Mood. If Mood is difficult to manage during exploration, it’s better to return to the settlement. | StatRatioAbove_Stress_60 |
ALERT_VeryLowMood | Warning | The unit’s Mood is very low. | When Mood is below 0, Stress increases proportionally. TIP: Check the Mood tab in the status window to see why the unit’s Mood is low. | StatAbove_Mood_-20 |
ALERT_DeadlyHungry | Warning | Hunger is severely low. Need to eat something. | When the unit’s Hunger reaches zero, they will fall unconscious and become uncontrollable. Prolonged starvation will lead to death. If no action is taken, death will occur soon!! TIP: The unit cannot feed itself. If another unit has food, you can feed it to this unit. | HasAffecter_SevereHungry |
ALERT_DeadlyDamage | Warning | The unit has taken severe damage and is in a Near Death state. | If no action is taken, death will occur soon!! Another unit can rescue them using surgical tools or Black Serum. | HasAffecter_SevereDamage |
ALERT_NoFood | Warning | No edible food exists for this unit. | There is no food. Secure more supplies. TIP: Different cooking methods affect Mood and Hunger recovery. If food is scarce, use recipes that restore more Hunger even with the same ingredients. | (HasAffecter_Hungry||HasAffecter_VeryHungry) |
ALERT_NoAmmo | Warning | Equipped ammunition is low. | Without ammunition, attacks cannot be performed. | NeedAmmoWeapon |
| Research Complete ALERT_ResearchComplete | Research | Research has been completed. | OnResearchCompleted | |
| Someone awaits your decision. ALERT_EventOccur | Event | OnEventOccur | ||
| Impending Doom ALERT_Tutorial_GameObjective | Tutorial | First-time trigger. Opens the handbook topic Impending Doom. | EventFinished_Tutorial0 | |
| Camera Movement ALERT_Tutorial_CameraMove | Tutorial | First-time trigger. Opens the handbook topic Camera Movement. | EventFinished_Tutorial0 | |
| Camera Zoom ALERT_Tutorial_CameraZoom | Tutorial | First-time trigger. Opens the handbook topic Camera Zoom. | QuestFinish_Tuto1 | |
| Inventory ALERT_Tutorial_InventoryManagement | Tutorial | First-time trigger. Opens the handbook topic Inventory. | QuestFinish_Tuto6 | |
| Health ALERT_Tutorial_Health | Tutorial | First-time trigger. Opens the handbook topic Health. | QuestFinish_Tuto4 | |
| Item Interaction ALERT_Tutorial_InventoryItemInteraction | Tutorial | First-time trigger. Opens the handbook topic Item Interaction. | FirstUI_EntityInventory | |
| Tooltip ALERT_Tutorial_Tooltip | Tutorial | First-time trigger. Opens the handbook topic Tooltip. | FirstUI_EntityInventory | |
| Skills ALERT_Tutorial_SkillsAbility | Tutorial | First-time trigger. Opens the handbook topic Skills. | FirstUI_EntitySkill | |
| Unit Behavior Options ALERT_Tutorial_UnitBehaviorOptions | Tutorial | First-time trigger. Opens the handbook topic Unit Behavior Options. | QuestFinish_Main4 | |
| Game Speed ALERT_Tutorial_GameSpeed | Tutorial | First-time trigger. Opens the handbook topic Game Speed. | QuestFinish_Tuto10 | |
| Item Weight ALERT_Tutorial_ItemWeight | Tutorial | First-time trigger. Opens the handbook topic Item Weight. | FirstAffecter_Overloaded | |
| Multi-Selection ALERT_Tutorial_MultiSelect | Tutorial | First-time trigger. Opens the handbook topic Multi-Selection. | QuestFinish_Tuto11 | |
| Inspect ALERT_Tutorial_Inspect | Tutorial | First-time trigger. Opens the handbook topic Inspect. | QuestFinish_Tuto12 | |
| Dungeon Portal ALERT_Tutorial_DungeonPortal | Tutorial | First-time trigger. Opens the handbook topic Dungeon Portal. | QuestFinish_Tuto14 | |
| Storage and Carrying Items ALERT_Tutorial_Storage | Tutorial | First-time trigger. Opens the handbook topic Storage and Carrying Items. | QuestFinish_Main5 | |
| Hunger ALERT_Tutorial_Hunger | Tutorial | First-time trigger. Opens the handbook topic Hunger. | FirstAffecter_Hungry | |
| Energy ALERT_Tutorial_EnergyStatus | Tutorial | First-time trigger. Opens the handbook topic Energy. | FirstAffecter_Exhausted | |
| Research ALERT_Tutorial_Research | Tutorial | First-time trigger. Opens the handbook topic Research. | QuestFinish_Main6 | |
| Level Up ALERT_Tutorial_LevelUp | Tutorial | First-time trigger. Opens the handbook topic Level Up. | QuestFinish_Main6 | |
| Mood ALERT_Tutorial_MoodStatus | Tutorial | First-time trigger. Opens the handbook topic Mood. | LevelAbove_2_1 | |
| Stress ALERT_Tutorial_StressStatus | Tutorial | First-time trigger. Opens the handbook topic Stress. | FirstAffecter_HightStressed | |
| Consumption Policy ALERT_Tutorial_ConsumptionPolicy | Tutorial | First-time trigger. Opens the handbook topic Consumption Policy. | FirstAffecter_PlantRage | |
| Room Type ALERT_Tutorial_RoomType | Tutorial | First-time trigger. Opens the handbook topic Room Type. | LevelAbove_2_1 | |
| Dismissing Units ALERT_Tutorial_UnitFire | Tutorial | First-time trigger. Opens the handbook topic Dismissing Units. | QuestFinish_Main2 | |
| Skill Reset ALERT_Tutorial_SkillReset | Tutorial | First-time trigger. Opens the handbook topic Skill Reset. | FirstUI_EntitySkill | |
| Settlement Expansion ALERT_Tutorial_GoddessTears | Tutorial | First-time trigger. Opens the handbook topic Settlement Expansion. | FirstItem_GoddessTears | |
| Unit Death and Bodies ALERT_Tutorial_DeadUnitTreatment | Tutorial | First-time trigger. Opens the handbook topic Unit Death and Bodies. | FirstSettlementCorpse | |
| Task Priority ALERT_Tutorial_TaskPriority | Tutorial | First-time trigger. Opens the handbook topic Task Priority. | QuestFinish_Main6 |